Added ability to quit from client window

This commit is contained in:
Barra Ó Catháin 2023-07-13 01:02:29 +01:00
parent 1725b244e1
commit e466dbfe4d
1 changed files with 26 additions and 8 deletions

View File

@ -37,9 +37,10 @@ uint8_t colours[16][3] =
// A structure for binding together the shared state between threads:
struct threadParameters
{
char * ipAddress;
bool * keepRunning;
struct gameState * state;
struct clientInput * message;
char * ipAddress;
};
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
@ -132,13 +133,13 @@ void * gameThreadHandler(void * parameters)
void * graphicsThreadHandler(void * parameters)
{
bool * keepRunning = ((struct threadParameters *)parameters)->keepRunning;
struct gameState * state = ((struct threadParameters *)parameters)->state;
struct clientInput * message = ((struct threadParameters *)parameters)->message;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 512, 512, 0);
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 512, 512, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_Event event;
@ -206,12 +207,18 @@ void * graphicsThreadHandler(void * parameters)
}
break;
}
case SDL_QUIT:
{
*keepRunning = false;
break;
}
default:
{
break;
}
}
}
// Clear the screen, filling it with black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
@ -239,7 +246,7 @@ void * graphicsThreadHandler(void * parameters)
int main(int argc, char ** argv)
{
int serverSocket = 0;
bool continueRunning = true;
bool keepRunning = true;
uint8_t currentPlayerNumber = 0;
struct sockaddr_in serverAddress;
struct CsptMessage currentMessage;
@ -297,16 +304,17 @@ int main(int argc, char ** argv)
// Configure the thread parameters:
struct threadParameters parameters;
parameters.message = clientInput;
parameters.state = currentState;
parameters.message = clientInput;
parameters.ipAddress = ipAddress;
parameters.keepRunning = &keepRunning;
// Create all of our threads:
pthread_create(&gameThread, NULL, gameThreadHandler, &parameters);
pthread_create(&networkThread, NULL, networkHandler, &parameters);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters);
while (continueRunning)
while (keepRunning)
{
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
{
@ -317,7 +325,7 @@ int main(int argc, char ** argv)
// We've been told to disconnect:
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
keepRunning = false;
break;
}
case 2:
@ -340,9 +348,19 @@ int main(int argc, char ** argv)
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
keepRunning = false;
}
}
// Say goodbye to the server:
currentMessage.type = 1;
currentMessage.content = 0;
// Send the goodbye message and shutdown:
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
keepRunning = false;
return 0;
}